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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
XO
![]() Join Date: Jul 2009
Location: Croatia
Posts: 420
Downloads: 52
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![]() I calibrated every single ship (that needed to be calibrated) in SH4. So far only the two ships in question (J class DD and Fiji class CL) are the exceptions where I had to use different values for GFO version. I don't know what the reason is, probably some supermods (RFB or RSRDC) change the .sim file that causes this. Or it might have something to do with the environment mods, I don't know... My mod will overwrite Webster's changes. As I said, this is probably due to someone changing the original ships .sim file or due to environment mods. It should be easier to integrate this into the TMO, as it has its own environment mod. Last edited by TH0R; 04-24-10 at 04:18 AM. |
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#2 | |
Stowaway
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GFO has changes made to the sim files for the draft fix as well as the manuvering fix mod merged together so that should be kept in mind as well. i tried to get everything very close to exact with my mods draft settings but if it looked ok up close and it wasnt that obvious that it was a tiny bit off then i didnt change it for a very small (and IMO) a minor change thats not going to be noticed in the game. i concentrated my efforts on the ships with a foot or more error to them. as you suspected i went with a standard stock calm sea state in protected waters and didnt set it up on dead calm seas to get the accuracy that you did in your mod. i think i had 1 ft rolling waves or something and took the average level of peaks and valleys of those waves. there are a couple of ships that had some quirks that acted different then others, most sim files acted fine but some didnt want to use the surfaced draft settings. its been a loooong time since i fooled with it so my memory of it is fuzzy but i seam to recall that a few ships would get "interference" from the submerged draft settings so in some cases those were changed to zero to allow the surfaced drafts to be accepted. i applaud your efforts as a fellow modder and perfectionist and i hope to see more mods like this from you ![]() |
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#3 | |||
XO
![]() Join Date: Jul 2009
Location: Croatia
Posts: 420
Downloads: 52
Uploads: 0
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Thanks. ![]() |
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#4 |
Stowaway
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#5 |
XO
![]() Join Date: Jul 2009
Location: Croatia
Posts: 420
Downloads: 52
Uploads: 0
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I would just like to add that without my fix - J class DD in GFO v1.1 is busted. It is sitting too deep in the water and parts of it blow up every time it spawns.
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#6 | |
Stowaway
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i had no issues with it, i suspect you have a mod soup thing going on there. probably a stock bug depending on situation or leftover mod file that didnt get uninstalled correctly but thats not a GFO issue |
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#7 | |
XO
![]() Join Date: Jul 2009
Location: Croatia
Posts: 420
Downloads: 52
Uploads: 0
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I un-installed all mods before applying only the GFOv1.1. And I ran the 'compare game files to a snapshot' which was taken before any mods were installed in the first place. JSGME said everything was OK. It happened in the Museum and in single mission I created to test the draft values... EDIT: Just to be extra sure I will reinstall the game completely and install GFOv1.1 first. But that won't happen before a day or two as I don't have the time to spare... Last edited by TH0R; 04-25-10 at 12:28 PM. |
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